code logs -> 2009 -> Wed, 25 Feb 2009< code.20090224.log - code.20090226.log >
--- Log opened Wed Feb 25 00:00:41 2009
00:09
<@ToxicFrog>
?
00:09
<@Derakon>
There's two main things. First, collision detection (he really thinks it's a bad idea to use circle-based collision detection for the lozenge bullets, while I'm more "wait and see").
00:10
<@Derakon>
And second, he wants to be able to have bullets refer to their parent objects in BulletML files, which is a fine idea, but raises some somewhat thorny technical issues. Which he's trying to help resolve despite knowing nothing about the structure of the program. :\
00:10 * ToxicFrog face->bulkhead
00:11
<@ToxicFrog>
Also, seriously, filezilla
00:11
<@ToxicFrog>
ncftp is ok, but I've never found a tty ftp client that was actually goodb.
00:11
<@Derakon>
Heh.
00:11
<@Derakon>
Downloaded~
00:15 * TheWatcher also notes any hoster using FTP deserves to have his figgin roasted on a spike and be hung by his funes...
00:18
<@ToxicFrog>
Yeah.
00:19
<@Derakon>
Aghflrgbl.
00:19
<@ToxicFrog>
His moules shown to the four winds, also, and his welchet torn asunder with many hooks.
00:19
<@Derakon>
I appreciate that Audacity is free, but it really needs to have a user interface overhaul.
00:19
<@Derakon>
I want to combine these two sounds' waveforms.
00:19
<@Derakon>
This appears to be impossible. Or at least everything I've tried has ended in pathetic failure.
00:21
<@Derakon>
I love how trying to paste one waveform on top of another either inserts the second waveform after the first, or deletes the first so the second has room.
00:24
<@TheWatcher>
Use sox? ¬¬
00:24
<@TheWatcher>
sox -m filea.ogg fileb.ogg merged.ogg
00:24
<@Derakon>
Finally got it sorted out, but yeesh.
00:30 You're now known as TheWatcher[T-2]
00:32
<@TheWatcher[T-2]>
Yeah, audacity leaves Much To Be Desired.
00:33
<@TheWatcher[T-2]>
Unfortunately, I know of nothing else comparable save my ancient copies of octamed in WinUAE >.>
00:35 You're now known as TheWatcher[zZzZ]
00:57
<@gnolam>
http://flickr.com/photos/hansoete/4967222/
01:04
<@MyCatVerbs>
You can't get at packet boundaries in TCP, can you?
01:05
<@MyCatVerbs>
Or can you? I think I remember hearing somewhere that you can't, but I might be wrong, and I can't find an easy answer in the manpages.
01:07
<@ToxicFrog>
TCP is a stream protocol; the application sends and recieves a stream of bytes.
01:07
<@ToxicFrog>
Manwise, you want tcp(7)
01:09 * MyCatVerbs -> desk. "TCP does not preserve record boundaries."
01:10
<@MyCatVerbs>
I was looking there first, but missed that sentence. Danke.
01:10
<@ToxicFrog>
(I can't believe I went so many years without knowing about section 7 of the manual)
01:12
<@ToxicFrog>
Also, I'm not sure if this is a new feature in man 2.5.2 or an OpenSUSE extension, but either way it's pretty sweet:
01:13
<@ToxicFrog>
ben@orias:~$ man man
01:13
<@ToxicFrog>
Man: find all matching manual pages
01:13
<@ToxicFrog>
* man (1)
01:13
<@ToxicFrog>
man (7)
01:13
<@ToxicFrog>
man (1p)
01:13
<@ToxicFrog>
Man: What manual page do you want?
01:24
<@Derakon>
This is my new favorite error message: "TypeError: argument 1 must be array, not array.array"
01:28 gnolam [lenin@Nightstar-1382.A163.priv.bahnhof.se] has quit [Quit: Z?]
01:28
<@simontwo>
Derakon, you used pygame for your game, right?
01:29
<@Derakon>
Yes.
01:33
<@simontwo>
Derakon, where can I download it?
01:34 * simontwo is a bit curious on how to register an object to control input events.
01:36
<@Derakon>
Heh.
01:36
<@Derakon>
Google is your Friend~
01:36
<@Derakon>
http://www.google.com/url?sa=t&source=web&ct=res&cd=1&url=http%3A%2F%2Fwww.pygam e.org%2F&ei=n6CkSanIO5qWsAPRoZGZAg&usg=AFQjCNFktwNAT2qQDUCji_pGzhzRnRCANQ&sig2=p 4HwWPYRBG0Nla-daIbkgw
01:36
<@Derakon>
...Google, shame on you!
01:36
<@Derakon>
Since when did links on your site have all that crap in them?
01:36
<@Derakon>
http://www.pygame.org is what should have been pasted.
01:39
<@Derakon>
...and after all that time and effort spent learning to change sound frequencies in Pygame, I realize now that I'd've been better-served making my own sound effect that changes frequencies smoothly.
01:39
<@Derakon>
Bah!
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01:50
<@Derakon>
Augh! I just found the perfect charging-up sound effect but Soundsnap won't let me download it unless I pay. ;.;
01:51
<@Derakon>
And accounts are expensive. $30/month (100 sounds downloadable) to $150/year (unlimited sound downloads) ;.;
01:54
<@Derakon>
Why can't they price them just by downloads and not by duration, dammit? $30 for a yearly membership with 100 downloads would be fine by me.
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02:07
<@MyCatVerbs>
Derakon: I think he meant "where can I find your game?" not "where can I find pygame?" :)
02:07
<@Derakon>
Oooooh.
02:07
<@ToxicFrog>
Derakon: re since when are google links full of crap: since a while ago, and it annoys me.
02:07
<@Derakon>
Well, you can get the game here: http://www.aegis-soft.com/games/fusillade
02:07
<@Derakon>
But the source isn't available.
02:07
<@ToxicFrog>
See also: google's "this site may be harmful" bullshit.
02:07
<@Derakon>
(Still, getting events via pygame is very straightforward)
02:08
<@MyCatVerbs>
ToxicFrog: google links are full of crap ever since people copied and pasted them out of the browser's address bar?
02:08
<@Derakon>
MCV:, no, we're talking on the results page.
02:08
<@MyCatVerbs>
ToxicFrog: FF also puts mountains of its own irrelevant shite into the GET parameters. Guh.
02:08
<@Derakon>
Like, you see a result that says "http://www.pygame.org", you right-click and copy it, you paste it, and it's some Lovecraftian monstrosity.
02:08
<@ToxicFrog>
MyCatVerbs: er, no, that link was pasted from a google result
02:09
<@ToxicFrog>
As in, google something, right-click one of the results, "copy link address"
02:09
<@MyCatVerbs>
Oh yes. Ever since they decided it was more important to track who clicked on what than to be actually useful and just let you have the link.
02:09
<@MyCatVerbs>
Misinterpreted. I thought you meant the query strings.
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02:10
<@ToxicFrog>
Interestingly, it doesn't do this in Opera.
02:10
<@ToxicFrog>
You only get the bastardized links in FF.
02:11
<@MyCatVerbs>
ToxicFrog: I'm getting un-bastardised links here. FF3, no extensions that I can remember installing.
02:12
<@MyCatVerbs>
Only thing is that I'm getting redirected to google.co.uk rather than google.com, but I don't *think* that ought to make any difference?
02:14
<@Derakon>
Anyway, don't you agree this'd be a good charge-up sound effect, suitably cropped? http://www.soundsnap.com/node/17588
02:16 * Derakon sighs.
02:16
<@Derakon>
Every other royalty-free SFX site I can find charges by the sound, at least $2 per (and usually more for anything worthwhile), and is badly-designed to boot.
02:23
<@Derakon>
This might come in handy for Selene, though: http://www.cornutopia.co.uk/indiesfx/sfx023c.php
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05:07 * Derakon halves the requirement to generate a spark, collects 420 in one loop, and scores 1952406 points.
05:07
<@Derakon>
Yyyyeah, think I'll revert that change, amusing as the spark bonanza is.
05:56
<@Vornicus>
!dice 3d8
05:56
< KarmaBot>
[Vornicus] rolled 3d8: (7+4+2) = 13.
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06:05
<@C_tiger>
!dice 9d13
06:05
< KarmaBot>
[C_tiger] rolled 9d13: (7+3+6+11+2+11+13+3+5) = 61.
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09:36 * TheWatcher readsup, notes that sound effects are... interesting, in that even commercial game devs have a habit of copying 'non-signature' (that is, sounds that do not contain voices or uniquely identifiable noise) sounds off each other.
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11:14
<@UndeadAnno>
Damn it. Anyone know how to compile a package in Quartus II?
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14:24 AttillaUni [~nsJChat@Nightstar-22104.chemy.cf.ac.uk] has joined #code
14:24
< AttillaUni>
Hmm, how exactly does the % operator work in C?
14:25
< AttillaUni>
I know it's for 'long division' as such, getting you a remainder or lack thereof and all that, but say I want to know if a variable is a multiple of a certain constant, would this be the right way?
14:28
<@UndeadAnno>
Yeah. If modulo yields 0, then the number is divisible without remainder.
14:29
< AttillaUni>
Right, cheers.
14:29
<@gnolam>
Iff the values involved are positive.
14:30
< AttillaUni>
Well, assuming they are or I took the abs(x) of it (assuming abs is a function in C, whatever, I think if not you can probably trick it with the square root of a square of a variable?
14:30
< AttillaUni>
Since I assume C does not care for plus-or-minus.
14:31
< AttillaUni>
(also assuming that |x| doesn't mean the absolute value of it, in C)
14:36
<@TheWatcher>
yeah, abs() is in stdlib.h
14:37
<@TheWatcher>
failing that, just write it yourself - inline int abs(int x) { return(x < 0 ? -1 * x : x); }
14:45
<@UndeadAnno>
That won't work on floats.
14:46
<@TheWatcher>
If you suggest using a macro for it, I will be forced to beat you heavily. ¬¬
14:46
<@UndeadAnno>
:P
14:46
<@TheWatcher>
That's what fabs()s would be for ;P
14:46
<@TheWatcher>
-s
14:47
< AttillaUni>
Weird, i'm getting some strange results from this. I swear I have the steps incremented after every whole time-step, and so it should every time there's a 50th step print off, but it gets weird results :|
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15:26 * gnolam ponders C++'s map types.
15:34
<@gnolam>
Argh. I'd actually like a little mini database here.
15:34
< EvilDarkLord>
So make one.
15:34
<@TheWatcher>
http://www.mini.com/mini_worldwide/mini_worldwide.html ¬¬
15:35 * TheWatcher ducks, flrrrd
15:36 * gnolam slaps TheWatcher.
15:37
<@gnolam>
Boo.
15:38
<@TheWatcher>
Failing that, look at berkdb?
15:39
<@TheWatcher>
http://www.oracle.com/technology/products/berkeley-db/index.html
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16:00 * gnolam blarghs at Hungarian notation.
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16:04 * gnolam also blarghs at Source's use of Illogical.
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16:46
<@gnohate>
That's the physics part done at least.
16:58 * gnohate creates Diagrams of Evil.
17:05
<@Attilla>
What? Why does it keep misprinting the - ohhhh
17:06
<@Attilla>
I kept printing off a int via %f instead of %d
17:06
<@gnohate>
http://www.cyd.liu.se/~torha229/RadiaX/diagramofevil.png <- the kind of diagram that makes everything absolutely clear at first glance.
17:06
<@gnohate>
Or not.
17:08
<@Attilla>
To do with the absorbance of alpha and gamma radiation from an emitter via an absorber?
17:09
<@Attilla>
(Well, reduction with respect to gamma)
17:10 * gnohate hands Attilla a cookie.
17:12
<@gnohate>
It's indeed linear attenuation of rays from a gamma source with activity A and gamma constant Gamma by a material of x cm thickness with a linear attenuation constant mu.
17:15
<@Attilla>
I assume the Hs correspond to either the difference in wavelength from the point at end of d0 to the point at the end of d, or possibly a measurement of the amplitude (though I do ponder how you can measure the amplitude of electromagnetic waves well)
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17:24
<@gnohate>
Hdot is the dose rate (i.e. how quickly you're being fried). The activity times the Gamma constant will give you the dose rate at d0, and then you scale by d^2 and exp(-mu*x).
17:24
<@gnohate>
*1/d^2
17:24
<@Attilla>
Oh, okay this is more dosametry than pure radiology.
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19:12 * Derakon tries to remember how image convolutions work.
19:12
<@Derakon>
I want to make a simple animated ripple effect when the player engages the deflector.
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19:22
<@Derakon>
Mental note: don't print out representations of 900x650 arrays.
19:22
<@Derakon>
Thing hit 3 million lines before I cut it off.
19:22
<@Derakon>
Why, I don't know. 900*650 is only 585000.
19:31
<@C_tiger>
what is IN those arrays?
19:31
<@Derakon>
Pixel data.
19:34
<@TheWatcher>
I guess that's probably 900*600*3 (or 4 if you have an alpha)
19:34
<@TheWatcher>
still, 3 million....
19:34
<@TheWatcher>
*650
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19:45 * gnohate breaks out the UML.
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19:48
<@simontwo>
Derakon, is that the actual SDL data, or do you have both your own datatype, too?
19:49
<@Derakon>
Simontwo: that was using Pygame's surfarray module.
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20:14 * Derakon bahs.
20:14
<@Derakon>
I suspect that the ripple effect I want to do for the deflector isn't feasible.
20:15
<@TheWatcher>
least not without replacing your entire renderer, I guess
20:15
<@Derakon>
Yeah, maybe if I switched to OpenGL.
20:15
<@Derakon>
But I'd rather not.
20:15 * TheWatcher nods
20:16
<@Derakon>
There's a cheesy way to get a ripple effect by blitting blocks of the source image onto other parts of the destination image, but it doesn't work very well.
20:17
<@Derakon>
http://derakon.dyndns.org/~chriswei/temp/bulletmlscreen36.png
20:17
<@Derakon>
The problem is that it has to use blocks instead of pixels to get an acceptable framerate.
20:17
<@Derakon>
But that causes noticeable artifacts.
20:21
<@TheWatcher>
Egh, yeah
20:21
<@TheWatcher>
Shame :/
20:25
<@Derakon>
Okay, ideas for a visually awesome deflector effect, then?
20:31
<@TheWatcher>
hmm
20:33 * TheWatcher is pondering
20:37 * TheWatcher is not, alas, coming up with any usable ideas right now >.<
21:34 * Derakon wrestles with Pygame and palettes.
21:35
<@ToxicFrog>
Thou Shalt Not Use Palettes
21:35
<@ToxicFrog>
Seriously, just don't go there.
21:36
<@Derakon>
Then how should I cleanly blend the color of the inflector to indicate how far you've charged the deflector?
21:36
<@Derakon>
I'm sure as hell not making 300 different versions of the inflector animation.
21:37
<@ToxicFrog>
Express it as a function mapping charge -> colour, which presumably you'd do rather than manually generating 300 palette entries anyways, and use that?
21:38
<@ToxicFrog>
That said, I thought you meant "paletted rendering modes"
21:38
<@Derakon>
...yes, but how do I change the color of the inflector without palettes?
21:38
<@ToxicFrog>
If it's still 8888 RGBA when it hits the screen, it's cool.
21:38
<@Derakon>
Oh, yeah, the screen itself isn't paletted. That'd be madness.
21:39 * TheWatcher remembers those good old days fondly >.>
21:39
<@ToxicFrog>
And I generally do it by colouring the entire surface the colour I want and leaving alpha untouched, then blitting
21:39
<@TheWatcher>
Oh, wait, no, that was the terrible, agonising pain, wasn't it...
21:39
<@ToxicFrog>
TheWatcher: yes, that's the pain.
21:39
<@Derakon>
TF: hmm...that might work.
21:42
<@Derakon>
Wow that was easier.
21:50
<@Derakon>
Except that I've broken my alphas again. >.<
21:56
<@ToxicFrog>
>.<
21:59
<@Derakon>
...oh, wait, I was still using 8-bit images.
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22:13 * Derakon discovers that converting from HSV to RGB is nontrivial, sighs.
22:15
<@ToxicFrog>
Yeah.
22:15
<@ToxicFrog>
I was actually musing on this the other day, and concluded that HSV has a smaller gamut than RGB because it has redundant values.
22:16
<@Derakon>
I don't care so much about gamut as I do about a good colorshift function.
22:16
<@ToxicFrog>
Yeah.
22:16
<@Derakon>
But I got it sorted out as soon as I remembered that everything going black is a sign I forgot to multiply color values by 255. ¬.¬
22:16
<@ToxicFrog>
But from this, you can also conclude that there isn't a 1:1 mapping
22:16
<@ToxicFrog>
Heh
22:17
<@ToxicFrog>
I had the opposite problem in postscript, where channels are 0..1 real
22:18
<@gnohate>
A classic.
22:18
<@gnohate>
Just like accidentally creating negative light when you're doing your own lighting calculations. :)
22:18
<@ToxicFrog>
"goddamnit, it's like everything >= 1 is getting mapped to 255!"
22:19
<@Derakon>
Heh.
22:21
<@Derakon>
Okay, colorcycling inflector is provisionally done.
22:22
<@Derakon>
It starts out dark blue, brights and cycles around to yellow by way of red, and pulls in towards white near the end.
22:22
< EvilDarkLord>
Does this have any mechanical effect?
22:26
<@Derakon>
It tells you how close you are to having the deflector fully-charged.
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--- Log closed Thu Feb 26 00:00:53 2009
code logs -> 2009 -> Wed, 25 Feb 2009< code.20090224.log - code.20090226.log >